vbo: assorted minor clean-ups
Use GL_TRUE/FALSE instead of 1/0. Remove extraneous parentheses. Remove trailing whitespace.
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@ -100,7 +100,7 @@ void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
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}
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if (new_state & _NEW_EVAL)
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exec->eval.recalculate_maps = 1;
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exec->eval.recalculate_maps = GL_TRUE;
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_ae_invalidate_state(ctx, new_state);
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}
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@ -117,7 +117,7 @@ void vbo_exec_eval_update( struct vbo_exec_context *exec )
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else if (ctx->Eval.Map2Vertex3)
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set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 );
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exec->eval.recalculate_maps = 0;
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exec->eval.recalculate_maps = GL_FALSE;
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}
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@ -63,7 +63,7 @@ struct vbo_save_copied_vtx {
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struct vbo_save_vertex_list {
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GLubyte attrsz[VBO_ATTRIB_MAX];
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GLenum attrtype[VBO_ATTRIB_MAX];
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GLuint vertex_size;
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GLuint vertex_size; /**< size in GLfloats */
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/* Copy of the final vertex from node->vertex_store->bufferobj.
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* Keep this in regular (non-VBO) memory to avoid repeated
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@ -289,15 +289,15 @@ _save_reset_counters(struct gl_context *ctx)
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assert(save->buffer == save->buffer_ptr);
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if (save->vertex_size)
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save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
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save->vertex_size);
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save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
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save->vertex_size;
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else
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save->max_vert = 0;
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save->vert_count = 0;
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save->prim_count = 0;
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save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
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save->dangling_attr_ref = 0;
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save->dangling_attr_ref = GL_FALSE;
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}
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/**
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@ -856,7 +856,7 @@ dlist_fallback(struct gl_context *ctx)
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* unfortunately, otherwise this primitive won't be handled
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* properly:
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*/
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save->dangling_attr_ref = 1;
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save->dangling_attr_ref = GL_TRUE;
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_save_compile_vertex_list(ctx);
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}
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@ -1433,13 +1433,13 @@ vbo_save_EndList(struct gl_context *ctx)
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GLint i = save->prim_count - 1;
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ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
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save->prim[i].end = 0;
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save->prim[i].count = (save->vert_count - save->prim[i].start);
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save->prim[i].count = save->vert_count - save->prim[i].start;
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}
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/* Make sure this vertex list gets replayed by the "loopback"
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* mechanism:
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*/
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save->dangling_attr_ref = 1;
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save->dangling_attr_ref = GL_TRUE;
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vbo_save_SaveFlushVertices(ctx);
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/* Swap out this vertex format while outside begin/end. Any color,
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